287 Commits

Author SHA1 Message Date
Michael Cook (mackal)
9408403a00 Fix damage bonus calculations
Based on dev quotes, nerfs Sinister Strikes
2015-09-18 19:50:48 -04:00
Michael Cook (mackal)
a4d0db8e0a Implement the extra Wild Rampage/Rampage message (SoD+) 2015-08-15 00:34:10 -04:00
Akkadius
a04e78cfd1 Shendare: VS2013 query StringFormat glitches when "%f" is passed for the int GetRunSpeed().
Shendare: In CreateNewNPCCommand(), the npc_type_id and spawngroupid are created in the database, but never set in the spawn class, so later it can't delete them with #npcspawn remove or #npcspawn delete.
2015-08-02 02:24:26 -05:00
Michael Cook (mackal)
a52ab7ae48 Rework spell aggro based on http://www.eqemulator.org/forums/showthread.php?t=39819<F37> 2015-07-16 22:38:32 -04:00
Michael Cook (mackal)
1e75b4ba77 Implement Triple Attack as a skill
See change log for more details
Optional SQL will max toons triple attack skills
2015-07-06 16:11:00 -04:00
Michael Cook (mackal)
dcd1a07553 Fix issue with two hander for NPCs dual wielding
Cleaned up some other 2hander logic as well
2015-07-05 03:11:25 -04:00
Michael Cook (mackal)
fe97af4d89 Fix some issues with Rampage/AE Ramp 2015-07-05 02:27:51 -04:00
Michael Cook (mackal)
82fe15190b Add CheckDoubleAttack for mobs 2015-07-05 01:37:14 -04:00
Michael Cook (mackal)
7c89ab3fec Pull Mob mainhand/offhand attack rounds into their own functions 2015-07-05 01:15:46 -04:00
Michael Cook (mackal)
99620f8535 Add Mob/Client CheckDualWield functions 2015-07-05 00:45:46 -04:00
Michael Cook (mackal)
49e9c9ee34 Reworked activated avoidance skills based on dev quotes 2015-07-04 02:13:26 -04:00
KimLS
214873c139 Merge conflicts abound and now are fixed 2015-07-02 20:12:51 -07:00
ngdeao
850a908874 Fixed #modifynpcstat runspeed <value>, to work with new speed calculations.
Updated #showstats and #npcstats for new speed calcs to display speeds again in familiar float format.
Improved client movement while AI Controlled, such as feared and charmed.  Movement will be much smoother from clients perspective.
2015-06-29 22:57:37 -06:00
KimLS
ce5e185738 Reworked how grant aa works 2015-06-23 00:36:43 -07:00
Michael Cook (mackal)
d34b4a786b Implement duration ramp and war cry with new AA system
Rampage also correctly does a full attack round for classes
other than monk and ranger
2015-06-21 02:01:48 -04:00
KimLS
d5098a56e0 Timers and some more loading stuff 2015-06-20 19:44:00 -07:00
KimLS
065363480f Added AA grant to quest system, fixed a bug here or there noticed incrementaa needs to be fixed or removed 2015-06-17 12:05:09 -07:00
KimLS
c445f63186 Okay timers now work right, for real this time 2015-06-16 23:41:46 -07:00
KimLS
1b088b7157 AA bonus calc -> Mob from Client, Bots should now work with their aa stuff again (untested) 2015-06-16 11:34:43 -07:00
KimLS
a984e9bd7c Some cleanup as well as fix for a certain type of aa proc 2015-06-15 15:09:06 -07:00
KimLS
afaa9ee6c9 Expendable aa work 2015-06-11 23:08:17 -07:00
KimLS
dd345c01de Activating AAs now works, don't have expend charges working quite yet so they can just be cast over and over. 2015-06-11 21:33:39 -07:00
KimLS
63928caace Removing cruft, patches should *all* work now even titanium, incrementaa has been implemented (untested atm) 2015-06-11 18:38:46 -07:00
KimLS
985d969384 AA purchasing works 2015-06-11 17:04:59 -07:00
KimLS
1589169200 AAs should load from character data now, though will be fucked up if you already had stacked aas. 2015-06-10 22:46:57 -07:00
KimLS
d5e697c061 More work, looks a lot better than before, tomorrow i hope to get actual client implementation done 2015-06-09 22:12:31 -07:00
Michael Cook (mackal)
42a5ddcf77 Cut down on some HP update spam
This increases the timer that mobs will send out updates
(It could probably be increased more)
This will also reset the timer every time SendHPUpdate is called
to prevent sending like 3+ completely useless updates at once
Also skip sending the update to the client if we're sending an
OP_Damage with the damage since the client will apply this number
2015-06-06 17:46:53 -04:00
Kinglykrab
9a5ff58213 Added GetGlobal() support for all Mobs.
- Uses memory (no database hits)
- Allows entity-based quest global checks
2015-06-01 22:25:02 -04:00
Michael Cook (mackal)
0348c0817d Make ResistSpell aware of the level_override nerf 2015-05-29 14:39:09 -04:00
Michael Cook (mackal)
8646791d1d Proc buffs like the shissar rogue poisons have a level override
This corrects the level in those cases. Probably should
propagate the level overrides a bit more, but this fixes the
main issues right now.
2015-05-29 03:26:35 -04:00
SecretsOTheP
788959a5e2 Haynar's movement fixes.
Changes Speed from float to int. EQ client deals with int step locs better than it does floats according to Haynar's testing.

This also contains mob runspeed changes. I recommend you set runspeeds to start in the DB 1.25 for NPCs below 1.25 which will match player runspeeds almost equally. Existing DBs will need to be updated.

General Cleanup of MobAI functions. Mobs now change their heading on AIMovement timers if their targets' heading has changed since that time. This prevents players from being able to land backstabs inbetween mob swings.

Charmed/feared players now send the appropriate packet, there was a missing CastToClient() in spells that was missing.

Mob runspeed can no longer be snared to 0%, instead, 1% of their base runspeed is the maximum. Roots apply as roots instead of a modifier under this code.

There is going to be bugs with this code. It's better we push through it than revert it. Sanctuary has been running this for a good week and we've worked through the issues.

Misc updates:
Exported some variables to perl, including:

EVENT_ITE_CLICK_CAST:
EVENT_ITEM_CLICK:
spell_id - returns the spell_id of the click effect.
return value - cancels the cast.

EVENT_DROP_ITEM:
quantity - returns the # of items dropped in the packet. If the item has charges, charges are returned here instead.
itemname - name of the item being dropped
itemid - id of the item being droppped
spell_id - spell_id associated with the item's click effect.
slotid - the inventory slot id of the item being dropped.
return value - cancels the item from being dropped.

Added Perl function: CalcEXP. Calculates the experience you would gain for an NPC that cons a specific con value to you.

Fixed a bug where you would receive the group experience bonus and group experience messages for simply being in a group, regardless of the player being in the same zone as you.
2015-05-25 12:35:53 -04:00
Michael Cook (mackal)
8aadc36320 Rework buff duration formulas
These are derived from the client

SE_IllusionPresistence will also set the duration to 10k tics like live
2015-05-23 02:20:36 -04:00
Michael Cook (mackal)
ea5a1dd6f1 Bard instrument mods should be more consistent with live
Changes:
	Mods are now saved for in the DB so they are loaded on zone
	This allows long duration buffs from bards that get mods to keep their mods
	Ex. Selo's, Symphony of Battle

	Instrument mods are applied to basically anything that is an instrument skill
	The only exception to this is discs (ex. Puretone is Singing but always 10)

	Singing spells from procs (Ex. Storm Blade) that are instrument skills should
	inherit their buffs instrument mod. Doom effects should also. This isn't
	implemented yet.
2015-05-20 02:01:43 -04:00
regneq
d1fbd086d7 Fully implemented QuestReward. (credit to Cavedude on EQMacEmu)
Syntax on NPC is:
e.other:QuestReward(e.self,copper,silver,gold,platinum,item,experience,factionid,factionvalue);

This will give you any or all of the rewards and their messages with one call, including the quest ding sound. Any item is sent to your inventory, like SummonItem does now. The coin message is generated by the client, and will give you a message for each coin type (You recieve 5 copper...). No way around that, but it's still useful if the reward only calls for a single type.
2015-05-11 11:35:54 -07:00
Michael Cook (mackal)
bf4ff03641 Use PlayerState to generate stun particles 2015-05-08 00:59:38 -04:00
Michael Cook (mackal)
7bcfaf60ab Save PlayerState server side
We now send the PlayerState in the spawn struct to allow clients
to see other bard animations with instrument to be played if they
zone in after the bard equipped the instrument

OP_WeaponEquip2 and OP_WeaponUnequip2 renamed to OP_PlayerStateAdd
and OP_PlayerStateRemove

Still needs work: Get AI controlled mobs sending the correct
PlayerStates. (stunned, attacking, etc)
2015-05-07 18:34:19 -04:00
Paul Coene
6c8dfbdc4d Mobs that were blinded were being included in every use of IsFeared() which
was bad.  Blinded mobs can still cast spells when in melee range.  The
original fear code had no blind rolled into it, I added that.  This was an
overright.  I changed the macro to use bonues and fleemode instead of
looking at curfp.  Testing looks good to me.
2015-05-01 20:40:46 -04:00
Paul Coene
bf93d72a43 Added more changes so mobs armor will appear correctly (pc races only)
when the spawn vie gm command or normally with loot tables that equip.

Refined previous changes that fixed the issue with zoning in and not seeing
previosuly spawned armor by sharing the same module.
2015-04-02 13:25:12 -04:00
Paul Coene
026278504f Merge remote-tracking branch 'upstream/master' 2015-04-01 13:04:39 -04:00
Paul Coene
a5872b165f Zoning into a new zone did not properly display PCs with tree/object illusions
and NPCs wearing gear in non-weapon slots.

The illusion thing: Not sure why, but te opcode for BulkZoneSpawn doesn't
display the tree/object illusions.  I did notice that even OP_Illusion gets
rejected by the client if sent before Client_Ready.  Maybe that is why.  The
BULKSpawns cannot be sent that late, I tried moving it in the sequence but
it never did the illusions correctly, at any point.  So, we new new the
single spawn OP code for PCs with those illusions.  This works.

The NPC gear thing.  Same story with BulkZoneSpawn,  Not sure why.  The data
is sent correctly.  So now we update the client zoning in (only them) with
what the NPCs are wearing.  Every othe client already is up to date.
2015-04-01 13:00:38 -04:00
Alex
a569e20110 Merge pull request #388 from iequalshane/master
Enable multiple NPC equipment materials
2015-03-28 23:34:43 -07:00
KayenEQ
202c59eb48 More sympathetic proc fixes 2015-03-24 07:13:22 -04:00
Shane Lynch
2003efb5ab Enable multiple NPC equipment materials (part2)
Adding missing header from previous commit.
2015-03-10 21:59:31 -07:00
Uleat
1f0b86a0d5 Changes to how valid light sources are critiqued 2015-02-26 18:46:12 -05:00
KayenEQ
0521cae8d0 Implemented npc specialability (44) COUNTER_AVOID_DAMAGE which when applied to the ATTACKING NPC will make their attacks more difficult to be avoided by riposte/dodge/parry/block.
Parama0: Negative modifer value that affects ALL avoid damage types dodge/parry/riposte/block) chance on defender. Ie (44,50 = 50 pct reduction to ALL)
Parama1: Negative modifer value that affects RIPOSTE chance on defender. Ie (44,1,0,50 = 50 pct reduction to riposte chance)
Parama2: Negative modifer value that affects PARRY chance on defender.  Ie (44,1,0,0,50 = 50 pct reduction to parry chance)
Parama3: Negative modifer value that affects BLOCK chance on defender.  Ie (44,1,0,0,0,50 = 50 pct reduction to block chance)
Parama4: Negative modifer value that affects DODGE chance on defender.  e (44,1,0,0,0,0,50 = 50 pct reduction to dodge chance)
Example of usage: Player has Improved Dodge V (+50 pct dodge chance), you want to negate this bonus you would set 44,1,0,0,0,0,50 on your NPC.

Clean up and minor fixes to AvoidDamage function.
Added support to a few AA bonuses there.
2015-02-08 20:17:51 -05:00
KayenEQ
bc6199a86f Implemented a better method for developers who want to have additivie
worn bonuses than what was prior implemented.

Removed old rule RuleB(Spells, AdditiveBonusValues)

Replaced with new rule RuleI(AdditiveBonusWornType)

The rule value denotes a specific 'worntype' that is to be
checked on items. If the items 'worntype' matches the rules worntype
then any worn effect on that item will be cacluated additively
instead of taking the highest value. This will also stack with
regular worn effects that take highest value. Unless the value
is set to (2) which is what all live items use. If set to 2 then
all worn effects will be calculated additively (same as what the old
rule did).

In laymans terms. You can take 3 Cleave I items and put them on a character
and they will all add together if you set the worn type = 3 and the rule = 3.
Which would also add to any regular cleave set to worn type = 2.

Hope you enjoyed the novel.
2015-02-06 02:49:42 -05:00
KayenEQ
b169544711 Merge pull request #365 from KayenEQ/Development
Calc focus effects from worn slots, for an additive foci bonus [NOT LIVE LIKE]
2015-02-05 06:24:43 -05:00
KayenEQ
dd17597c92 Implemented non-live like feature to allow focus effects to be placed in worn slot
to provide an additive focus bonus that stacks with regular focus effects.
This is opposed to how regular focus effects work in which the highest
value is always taken. Please note, focus calculated from worn slot
will only use only the focuses base value (ie ignores all limit checks).

Example (Hypothetical).
Improved Heal I (10 pct focus) in Helm Worn Slot
Improved Heal I (10 pct focus) in Glove Worn Slot
Improved Heal V (50 pct focus) in Glove Focus Slot
Total Heal Focus would be 50 + 10 + 10

Added optional rule which is OFF by default.
UseAdditiveFocusFromWornSlot
2015-02-05 04:27:33 -05:00
KimLS
ecd05d821e Merge and fix the loot update branch, ready for merge I think 2015-02-04 23:13:02 -08:00
KayenEQ
cafd0eaba1 Added perl function function: CanClassEquipItem(item_id)
Returns a bool if can equip or not.
2015-02-04 22:46:02 -05:00